Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1 x 7, 2 (9+) / 1 x 15, 2 (17+) | 11F | Physical | Melee Low | 21 | - | 20 (10) |
Muggshotter (talk | contribs) (Added overview.) |
Muggshotter (talk | contribs) (→Overview: added spot dash page, hp hit > hp hits) |
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Onion Knight is an agile character all around, with some of the fastest dash ''and'' run speeds in the game. It's a great asset when playing either offensively or defensively. He can pursue retreating characters such as {{012kef}} and punish them for air dodging. [[EX_(Dissidia_012)#EX_Core|'''EX Cores''']] are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as {{012fir}} and {{012squ}}. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge. | Onion Knight is an agile character all around, with some of the fastest dash ''and'' run speeds in the game. It's a great asset when playing either offensively or defensively. He can pursue retreating characters such as {{012kef}} and punish them for air dodging. [[EX_(Dissidia_012)#EX_Core|'''EX Cores''']] are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as {{012fir}} and {{012squ}}. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge. | ||
Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. | Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. On the flipside, his above average base defense at 111 also lets him invest into base bravery and HP with less risk. | ||
These are all great qualities, but they're not without caveats. While Onion Knight's melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like {{012ulti}} and {{012emp}} can consistently skew Onion Knight's risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they're out. | These are all great qualities, but they're not without caveats. While Onion Knight's melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like {{012ulti}} and {{012emp}} can consistently skew Onion Knight's risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they're out. | ||
Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards HP | Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards [[Dash_feint|'''spot dashing''']], HP hits and EX Cores, but sustaining resources is much easier. While he performs a lot better with assist, investing into EX is still a viable strategy if it's required. Although his utility and gameplay diversity fall a bit short, Onion Knight is more than capable of standing toe to toe with much of the cast, such as {{012wol}}, {{012bez}} and {{012zid}}. | ||
== Bravery Attacks == | == Bravery Attacks == |
Info | |
---|---|
Name | Onion Knight (オニオン ナイト) |
Original game | Final Fantasy III |
Weapon | Daggers, Parrying Weapons, Rods, Staves, Swords, Thrown Weapons |
Armor | Bangles, Chestplates, Clothing, Gauntlets, Hats, Hairpins, Headbands, Light Armor |
Base ATK (LV100) | 107 (Lowest) |
Base DEF (LV100) | 111 (Average) |
Run Speed | 2.5 (Fast) |
Dash Speed | 69 (Very Fast) |
Fall Speed | 85 (Average) |
Fall Speed Ratio After Dodge | 14 (Very Fast) |
Exclusive weapons | Tyrfing, Royal Sword, Onion Sword |
Strengths | Weaknesses |
---|---|
|
|
Onion Knight is a close-range character with great movement, fast melee bravery attacks and a few ranged attacks to punish careless defensive play. One of his character defining traits is the abundance of HP links - All of Onion Knight's bravery attacks can branch out into an HP attack. With lightning fast melee braveries, this makes HP damage output consistent and enables burst damage with high base bravery builds, whenever assist is available.
Onion Knight is an agile character all around, with some of the fastest dash and run speeds in the game. It's a great asset when playing either offensively or defensively. He can pursue retreating characters such as Kefka and punish them for air dodging. EX Cores are no problem either, which Onion Knight can consistently hunt down to deny valuable EX for his opponent. High calibre running speed also helps Onion Knight avoid attacks by simply running, which can complicate matters even for characters with good tracking such as Firion and Squall. To top it all off, his fall speed ratio after a dodge makes him difficult to hit after an air dodge.
Both EX and Assist build styles work well, with assist pulling ahead in overall consistency and damage output thanks to high base bravery and Side by Side. EX generation, while good, often falls behind in comparison to HP damage as it is backloaded into HP attacks and magic bravery enders. On the flipside, his above average base defense at 111 also lets him invest into base bravery and HP with less risk.
These are all great qualities, but they're not without caveats. While Onion Knight's melee braveries are unreactable on startup and stay active for a good moment, they make him vulnerable to whiff punishes, moreso against attacks with higher priority or tracking. His ranged projectiles are too slow for occupying space and are better suited as punishers instead. Generating assist meter safely with whiffs is also difficult due to prolonged attacks or telegraphed low priority projectiles. And with his stationary attack motions and only fast Melee High attack being on the ground, Onion Knight struggles against lingering high priority projectiles and traps. Characters like Ultimecia and The Emperor can consistently skew Onion Knight's risk-reward ratio in their favor, as he has very few ways to bypass such projectiles safely once they're out.
Historically Onion Knight has been ranked as high tier or mid tier in competitive play. His straightforward gameplan, ease of use and consistency make him a comfortable pick at many levels of play. Meter generation is largely geared towards spot dashing, HP hits and EX Cores, but sustaining resources is much easier. While he performs a lot better with assist, investing into EX is still a viable strategy if it's required. Although his utility and gameplay diversity fall a bit short, Onion Knight is more than capable of standing toe to toe with much of the cast, such as Warrior of Light, Golbez and Zidane.
Most bravery attacks have separate, higher damage multipliers during EX mode. These multipliers are highlighted in bold.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1 x 7, 2 (9+) / 1 x 15, 2 (17+) | 11F | Physical | Melee Low | 21 | - | 20 (10) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
3 x 7, 10 (+31) / 5 x 3 (59+) | ?? | Physical | Melee Low | 21 | Wall R ush | 10 (5) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
4 x 3 (12+) / 5 x 3 (15+) | 35F | Magical | Ranged Low | 12 | - | 20 (10) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
7, 7, 18 (+32) / 10 x 4, 18 (+58) | ?? | Magical | Ranged Low | 78 | Chase | 10 (5) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
- | 40F | - | - | 0 | Physical DMG +10 %, Physical DEF +10 %, Crit Rate +5 % | 30 (15) |
Boosts stats temporarily. Physical attack, damage, and critical attack rate increased.
Attack / dodge / block cancelable at 20F. Effect lasts for 10 seconds (600F).
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
- | 40F | - | - | 0 | Magical DMG +10 %, Magical DEF +10 %, Crit Rate +5 % | 30 (15) |
Boosts stats temporarily. Magic attack, defense, and critical attack rate increased.
Attack / dodge / block cancelable at 20F. Effect lasts for 10 seconds (600F).
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1 x 7, 2 (9+) / 1 x 15, 2 (17+) | 13F / 11F (EX Mode) | Physical | Melee Low | 21 | - | 20 (10) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
3 x 7, 10 (+31) / 3 x 15, 14 (+59) | ?? | Physical | Melee Low | 21 | Wall Rush | 10 (5) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
each (3) / each (4) | 31F | Magical | Ranged Low | each 3 | - | 20 (10) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
13, 18 (+31) / 11x2, 17x2 (+56) | ?? | Magical | ?? | 78 | Chase | 10 (5) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
- | 40F | - | - | 0 | Physical DMG +10 %, Physical DEF +10 %, Crit Rate +5 % | 30 (15) |
Boosts stats temporarily. Physical attack, damage, and critical attack rate increased.
Attack / dodge / block cancelable at 20F. Effect lasts for 10 seconds (600F).
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
- | 40F | - | - | 0 | Magical DMG +10 %, Magical DEF +10 %, Crit Rate +5 % | 30 (15) |
Boosts stats temporarily. Magic attack, defense, and critical attack rate increased.
Attack / dodge / block cancelable at 20F. Effect lasts for 10 seconds (600F).Most HP attacks have separate, higher damage multipliers during EX mode. These multipliers are highlighted in bold.
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x15 (15) / 1x31 (31) | 41F / 39F (EX mode) | Physical | Melee High | 45 | Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
-- | 43F | -- | Ranged High | 60 | -- | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x15 (+15) / 1x31 (+31) | ?? | Physical | ?? | 45 | Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
2x7 (+14) / 4x7 (+28) | ?? | Magical | ?? | 81 | -- | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x15 (15) / 1x31 (31) | 41F | Physical | Melee High | 45 | Absorb, Wall Rush | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x15 (15) / 1x31 (31) | 81F | Magical | Ranged High | 105 | -- | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x15 (+15) / 1x31 (+31) | ?? | Physical | ?? | 45 | 30 (15) |
Damage multiplier | Startup frame | Type | Priority | EX Force | Effects | CP (Mastered) |
---|---|---|---|---|---|---|
1x12 (+12) / 2x12 (+24) | ?? | Magical | ?? | 96 | -- | 30 (15) |
Effects:
[Job changes to Ninja when performing a physical attack.] Attacks move faster than the eye can see to snatch a greater amount of bravery.
[Job changes to Sage when performing a magic attack] Releases sealed mystic power, making spells stronger.
Throw the ninja's strongest weapon - the shuriken. Find and select "Shuriken" from the menu that displays.
Damage multiplier (initial) | Damage multiplier (rest) | Type |
---|---|---|
10, 10 (20) | 5x12, 20 (100 total) | Physical |
Cast the sage's strongest spell - Holy. Find and select "Holy" from the menu that displays."
Damage multiplier (initial) | Damage multiplier (rest) | Type |
---|---|---|
10, 10 (20) | 60, 20 (100 total) | Magical |
Builds here.
Stats | |
---|---|
HP | |
CP | |
BRV | |
ATK | |
DEF | |
LUK | |
Max Booster |
Equipment | |
---|---|
Assist | |
Weapon | |
Hand | |
Head | |
Armor | |
Accessory 1 | |
Accessory 2 | |
Accessory 3 | |
Accessory 4 | |
Accessory 5 | |
Accessory 6 | |
Accessory 7 | |
Accessory 8 | |
Accessory 9 | |
Accessory 10 | |
Summon |
Stats | |
---|---|
HP | |
CP | |
BRV | |
ATK | |
DEF | |
LUK | |
Max Booster |
Equipment | |
---|---|
Assist | |
Weapon | |
Hand | |
Head | |
Armor | |
Accessory 1 | |
Accessory 2 | |
Accessory 3 | |
Accessory 4 | |
Accessory 5 | |
Accessory 6 | |
Accessory 7 | |
Accessory 8 | |
Accessory 9 | |
Accessory 10 | |
Summon |
Onion Knight's assist data.
Type | Attack | Startup | Position | Spawn | Damage multiplier | Effects |
---|---|---|---|---|---|---|
BRV | Blizzard | 35F | Ground | Opponent | 4 x 3, 7, 7, 18 (44) | Chase |
BRV | Turbo-Hit | 13F | Air | Opponent | 1 x 7, 2, 3 x 7, 10 (40) | Wall Rush |
HP | Blade Torrent | 41F | Ground | Opponent | 1 x 15 | Wall Rush |
HP | Comet | 81F | Air | Opponent | 1 x 15 | Chase |
Onion Knight works well with most tournament viable assists.